Mouse.Target and Rays in general don't work with unions under 0.2

This is really annoying. Today I was working on my animation editor when I noticed the mouse completely ignored the fingers on my character. I tried changing the union collisionfidelity to all three options but none worked. I tried scaling the union up to 0.2 (it was about 0.14) and THEN the mouse picked it up.

Repro: Union something. Scale it down to be under 0.2 on any (or all) axis. Now use Mouse.Target or any type of ray. It’ll be ignored.

Can’t repro, but I can think of a different bug that might be causing it.

After you change how a part/union connects to other parts in a complex assembly via Motors, Motor6Ds, or Welds, raycasts will ignore the part under certain (weirdly specific) conditions. The part will only respond to raycasts after either changing the DesiredAngle property of the modified joint so that it wobbles slightly, or after the joint is broken.
I’m thinking that scaling the union up might’ve broken the joint?

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That’s… What… What the hell

I know that it happens on my larger thigh unions as well but if I change the angle I can sometimes see them with the Mouse.

I’ll try fiddling with the DesiredAngle in hopes that this fixes the problem. It is a very complicated rig. (finger)Ring3 connects to Ring2 to Ring1 to Knuckles to Palm to Weapon to Head to Neck to Upper Torso to Lower Torso to Torso to HumanoidRootPart. That’s just one finger of 10 T.T

It happened on my old animation editor as well, where I’d have the mouse ignoring parts at odd times. I could fix it by copy the key frame, deleting it, then pasting it.

Neat. Must be it.
Admins, DM me for a solid repro

I don’t see any problems with tiny parts either (aside from trying to see them). If anyone has a repro for this, send me a copy of it!

Motor Part1 to Part2, then motor Part2 to Part3, then motor Part4 to Part5, and do that for 8 parts.

The 8th part (or maybe even sooner) will be ignored.

Btw I ended up doing this to fix it, thank you!

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np. so if you go here and change out the grip, you’ll know why the gun wobbles slightly

Looks really cool. With the settings I posted you’ll get 0 wiggle unless you FOV 1 and look very closely.

Turns out that a full wait() isn’t necessary; Heartbeat works too.
You only have to update it once after the joints change btw

It’s for my custom animation editor, where efficiency isn’t a priority.

Thanks for the tip though. Might come in handy later